E-Learning, E-Education, and Online Training. First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers

Research Article

Guess the Score, Fostering Collective Intelligence in the Class

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  • @INPROCEEDINGS{10.1007/978-3-319-13293-8_14,
        author={Josep Monguet and Jaime Meza},
        title={Guess the Score, Fostering Collective Intelligence in the Class},
        proceedings={E-Learning, E-Education, and Online Training. First International Conference, eLEOT 2014, Bethesda, MD, USA, September 18-20, 2014, Revised Selected Papers},
        proceedings_a={ELEOT},
        year={2014},
        month={12},
        keywords={Collective intelligence education Serious games Learning ICT tools Patterns},
        doi={10.1007/978-3-319-13293-8_14}
    }
    
  • Josep Monguet
    Jaime Meza
    Year: 2014
    Guess the Score, Fostering Collective Intelligence in the Class
    ELEOT
    Springer
    DOI: 10.1007/978-3-319-13293-8_14
Josep Monguet1,*, Jaime Meza1,*
  • 1: Universitat Politècnica de Catalunya
*Contact email: jm.monguet@gmail.com, jaime.meza@estudiant.upc.edu

Abstract

This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The use of games in teaching, at different levels of education, has been widely discussed by researchers [1]. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [2]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, interaction, collaboration and engagement of students with the educational activity. The game has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. The first part of this article is devoted to the presentation of the fields of knowledge which may be involved in collective intelligence education. The second part presents GS game in the context of a model-based learning to promote collective intelligence. In the final part the results of the implementation are discussed. This paper concludes that the design of learning activities using serious games as a support tool in education, increased social skills and improves student performance groups, therefore the development collective intelligence.